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General Tabletop Discussion
*Dungeons & Dragons
Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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<blockquote data-quote="Charlaquin" data-source="post: 7882830" data-attributes="member: 6779196"><p>Even at the time, there were problems with narrating HP loss as wounds. The biggest one being that experience (in whatever form that took for your class) somehow made you able to be stabbed more times without dying, which doesn’t make a lick of sense. HP have always been abstract, which is to say, they have always meant whatever they needed to mean in the narrative to suit the needs of gameplay. That meant sometimes they were wounds, sometimes they weren’t, and when they were or weren’t was largely up to context and the sensibilities of each individual group.</p><p></p><p></p><p>And to many, the fact that a 13+ hp character will always survive being impaled on a spike and not be even slightly hampered by it, or that a 31+ hp character will always survive two bites from said monster and be fine don’t feel right. HP are and always have been an inherently unrealistic mechanic, an abstract resource that is taxed by combat and other adventuring hazzards, which represent whatever the narrative demands. By design.</p><p></p><p></p><p>Well, healing back to full each day has kind of always been standard practice, and it has been a gradual process of removing restrictions to being able to do so. First you needed a Cleric to do it. Then you needed a healer of some sort, which didn’t necessarily have to be a Cleric. Then you just needed some wands charged with heal spells. Then you didn’t need anything special. That last step happened with 4e, but it would feel disingenuous to pretend it was a sudden drastic change, rather than the result of an ongoing process of making healing more accessible.</p><p></p><p>At any rate, there is nothing wrong with narrating HP loss as wounds if that’s what your group likes to do. It will naturally lead to some unrealistic outcomes if you apply this strictly, but that’s your prerogative. There are optional rules in the DMG to make healing take longer and to introduce more meaningful long-term injuries if you want such things, and there is also the option to house rule your own solutions.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7882830, member: 6779196"] Even at the time, there were problems with narrating HP loss as wounds. The biggest one being that experience (in whatever form that took for your class) somehow made you able to be stabbed more times without dying, which doesn’t make a lick of sense. HP have always been abstract, which is to say, they have always meant whatever they needed to mean in the narrative to suit the needs of gameplay. That meant sometimes they were wounds, sometimes they weren’t, and when they were or weren’t was largely up to context and the sensibilities of each individual group. And to many, the fact that a 13+ hp character will always survive being impaled on a spike and not be even slightly hampered by it, or that a 31+ hp character will always survive two bites from said monster and be fine don’t feel right. HP are and always have been an inherently unrealistic mechanic, an abstract resource that is taxed by combat and other adventuring hazzards, which represent whatever the narrative demands. By design. Well, healing back to full each day has kind of always been standard practice, and it has been a gradual process of removing restrictions to being able to do so. First you needed a Cleric to do it. Then you needed a healer of some sort, which didn’t necessarily have to be a Cleric. Then you just needed some wands charged with heal spells. Then you didn’t need anything special. That last step happened with 4e, but it would feel disingenuous to pretend it was a sudden drastic change, rather than the result of an ongoing process of making healing more accessible. At any rate, there is nothing wrong with narrating HP loss as wounds if that’s what your group likes to do. It will naturally lead to some unrealistic outcomes if you apply this strictly, but that’s your prerogative. There are optional rules in the DMG to make healing take longer and to introduce more meaningful long-term injuries if you want such things, and there is also the option to house rule your own solutions. [/QUOTE]
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Those who come from earlier editions, why are you okay with 5E healing (or are you)?
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